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authorJesse Plamondon-Willard <github@jplamondonw.com>2018-03-20 21:22:19 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2018-03-20 21:22:19 -0400
commitde5ee6f928339198d3c3ab0a91e9343863782c59 (patch)
treeec32e095729b6213770023e56dc31be7bfd4e6c3 /src
parent5be3e5af5a08f9e72a969191dca07597d9c7c1f7 (diff)
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rewrite core asset logic for extensibility (#459)
Diffstat (limited to 'src')
-rw-r--r--src/SMAPI/Framework/ContentCore.cs2
-rw-r--r--src/SMAPI/Metadata/CoreAssetPropagator.cs379
2 files changed, 249 insertions, 132 deletions
diff --git a/src/SMAPI/Framework/ContentCore.cs b/src/SMAPI/Framework/ContentCore.cs
index d5848d7b..3c7e7b5a 100644
--- a/src/SMAPI/Framework/ContentCore.cs
+++ b/src/SMAPI/Framework/ContentCore.cs
@@ -368,7 +368,7 @@ namespace StardewModdingAPI.Framework
int reloaded = 0;
foreach (string key in removeAssetNames)
{
- if (this.CoreAssets.ReloadForKey(Game1.content, key)) // use an intercepted content manager
+ if (this.CoreAssets.Propagate(Game1.content, key)) // use an intercepted content manager
reloaded++;
}
diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs
index d6a731cd..85021727 100644
--- a/src/SMAPI/Metadata/CoreAssetPropagator.cs
+++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs
@@ -14,18 +14,17 @@ using StardewValley.TerrainFeatures;
namespace StardewModdingAPI.Metadata
{
- /// <summary>Handles updating the game when a mod changes core assets.</summary>
- /// <remarks>This implementation only handles the core assets used by the game itself, and doesn't update any custom references to the changed textures.</remarks>
+ /// <summary>Propagates changes to core assets to the game state.</summary>
internal class CoreAssetPropagator
{
/*********
** Properties
*********/
/// <summary>Normalises an asset key to match the cache key.</summary>
- protected readonly Func<string, string> GetNormalisedPath;
+ private readonly Func<string, string> GetNormalisedPath;
- /// <summary>Setters which update static or singleton texture fields indexed by normalised asset key.</summary>
- private readonly IDictionary<string, Action<LocalizedContentManager, string>> SingletonSetters;
+ /// <summary>Simplifies access to private game code.</summary>
+ private readonly Reflector Reflection;
/*********
@@ -37,154 +36,272 @@ namespace StardewModdingAPI.Metadata
public CoreAssetPropagator(Func<string, string> getNormalisedPath, Reflector reflection)
{
this.GetNormalisedPath = getNormalisedPath;
- this.SingletonSetters =
- new Dictionary<string, Action<LocalizedContentManager, string>>
- {
- // from CraftingRecipe.InitShared
- ["Data\\CraftingRecipes"] = (content, key) => CraftingRecipe.craftingRecipes = content.Load<Dictionary<string, string>>(key),
- ["Data\\CookingRecipes"] = (content, key) => CraftingRecipe.cookingRecipes = content.Load<Dictionary<string, string>>(key),
-
- // from Game1.loadContent
- ["LooseSprites\\daybg"] = (content, key) => Game1.daybg = content.Load<Texture2D>(key),
- ["LooseSprites\\nightbg"] = (content, key) => Game1.nightbg = content.Load<Texture2D>(key),
- ["Maps\\MenuTiles"] = (content, key) => Game1.menuTexture = content.Load<Texture2D>(key),
- ["LooseSprites\\Lighting\\lantern"] = (content, key) => Game1.lantern = content.Load<Texture2D>(key),
- ["LooseSprites\\Lighting\\windowLight"] = (content, key) => Game1.windowLight = content.Load<Texture2D>(key),
- ["LooseSprites\\Lighting\\sconceLight"] = (content, key) => Game1.sconceLight = content.Load<Texture2D>(key),
- ["LooseSprites\\Lighting\\greenLight"] = (content, key) => Game1.cauldronLight = content.Load<Texture2D>(key),
- ["LooseSprites\\Lighting\\indoorWindowLight"] = (content, key) => Game1.indoorWindowLight = content.Load<Texture2D>(key),
- ["LooseSprites\\shadow"] = (content, key) => Game1.shadowTexture = content.Load<Texture2D>(key),
- ["LooseSprites\\Cursors"] = (content, key) => Game1.mouseCursors = content.Load<Texture2D>(key),
- ["LooseSprites\\ControllerMaps"] = (content, key) => Game1.controllerMaps = content.Load<Texture2D>(key),
- ["TileSheets\\animations"] = (content, key) => Game1.animations = content.Load<Texture2D>(key),
- ["Data\\Achievements"] = (content, key) => Game1.achievements = content.Load<Dictionary<int, string>>(key),
- ["Data\\NPCGiftTastes"] = (content, key) => Game1.NPCGiftTastes = content.Load<Dictionary<string, string>>(key),
- ["Fonts\\SpriteFont1"] = (content, key) => Game1.dialogueFont = content.Load<SpriteFont>(key),
- ["Fonts\\SmallFont"] = (content, key) => Game1.smallFont = content.Load<SpriteFont>(key),
- ["Fonts\\tinyFont"] = (content, key) => Game1.tinyFont = content.Load<SpriteFont>(key),
- ["Fonts\\tinyFontBorder"] = (content, key) => Game1.tinyFontBorder = content.Load<SpriteFont>(key),
- ["Maps\\springobjects"] = (content, key) => Game1.objectSpriteSheet = content.Load<Texture2D>(key),
- ["TileSheets\\crops"] = (content, key) => Game1.cropSpriteSheet = content.Load<Texture2D>(key),
- ["TileSheets\\emotes"] = (content, key) => Game1.emoteSpriteSheet = content.Load<Texture2D>(key),
- ["TileSheets\\debris"] = (content, key) => Game1.debrisSpriteSheet = content.Load<Texture2D>(key),
- ["TileSheets\\Craftables"] = (content, key) => Game1.bigCraftableSpriteSheet = content.Load<Texture2D>(key),
- ["TileSheets\\rain"] = (content, key) => Game1.rainTexture = content.Load<Texture2D>(key),
- ["TileSheets\\BuffsIcons"] = (content, key) => Game1.buffsIcons = content.Load<Texture2D>(key),
- ["Data\\ObjectInformation"] = (content, key) => Game1.objectInformation = content.Load<Dictionary<int, string>>(key),
- ["Data\\BigCraftablesInformation"] = (content, key) => Game1.bigCraftablesInformation = content.Load<Dictionary<int, string>>(key),
- ["Characters\\Farmer\\hairstyles"] = (content, key) => FarmerRenderer.hairStylesTexture = content.Load<Texture2D>(key),
- ["Characters\\Farmer\\shirts"] = (content, key) => FarmerRenderer.shirtsTexture = content.Load<Texture2D>(key),
- ["Characters\\Farmer\\hats"] = (content, key) => FarmerRenderer.hatsTexture = content.Load<Texture2D>(key),
- ["Characters\\Farmer\\accessories"] = (content, key) => FarmerRenderer.accessoriesTexture = content.Load<Texture2D>(key),
- ["TileSheets\\furniture"] = (content, key) => Furniture.furnitureTexture = content.Load<Texture2D>(key),
- ["LooseSprites\\font_bold"] = (content, key) => SpriteText.spriteTexture = content.Load<Texture2D>(key),
- ["LooseSprites\\font_colored"] = (content, key) => SpriteText.coloredTexture = content.Load<Texture2D>(key),
- ["TileSheets\\weapons"] = (content, key) => Tool.weaponsTexture = content.Load<Texture2D>(key),
- ["TileSheets\\Projectiles"] = (content, key) => Projectile.projectileSheet = content.Load<Texture2D>(key),
-
- // from Game1.ResetToolSpriteSheet
- ["TileSheets\\tools"] = (content, key) => Game1.ResetToolSpriteSheet(),
+ this.Reflection = reflection;
+ }
-#if STARDEW_VALLEY_1_3
- // from Bush
- ["TileSheets\\bushes"] = (content, key) => reflection.GetField<Lazy<Texture2D>>(typeof(Bush), "texture").SetValue(new Lazy<Texture2D>(() => content.Load<Texture2D>(key))),
+ /// <summary>Reload one of the game's core assets (if applicable).</summary>
+ /// <param name="content">The content manager through which to reload the asset.</param>
+ /// <param name="key">The asset key to reload.</param>
+ /// <returns>Returns whether an asset was reloaded.</returns>
+ public bool Propagate(LocalizedContentManager content, string key)
+ {
+ return this.PropagateImpl(content, key) != null;
+ }
- // from Farm
- ["Buildings\\houses"] = (content, key) => reflection.GetField<Texture2D>(typeof(Farm), nameof(Farm.houseTextures)).SetValue(content.Load<Texture2D>(key)),
- // from Farmer
- ["Characters\\Farmer\\farmer_base"] = (content, key) =>
- {
- if (Game1.player != null && Game1.player.isMale)
- Game1.player.FarmerRenderer = new FarmerRenderer(key);
- },
- ["Characters\\Farmer\\farmer_girl_base"] = (content, key) =>
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Reload one of the game's core assets (if applicable).</summary>
+ /// <param name="content">The content manager through which to reload the asset.</param>
+ /// <param name="key">The asset key to reload.</param>
+ /// <returns>Returns any non-null value to indicate an asset was loaded..</returns>
+ private object PropagateImpl(LocalizedContentManager content, string key)
+ {
+ Reflector reflection = this.Reflection;
+ switch (key.ToLower().Replace("/", "\\")) // normalised key so we can compare statically
+ {
+ /****
+ ** Buildings
+ ****/
+ case "buildings\\houses": // Farm
+#if STARDEW_VALLEY_1_3
+ reflection.GetField<Texture2D>(typeof(Farm), nameof(Farm.houseTextures)).SetValue(content.Load<Texture2D>(key));
+ return true;
+#else
{
- if (Game1.player != null && !Game1.player.isMale)
- Game1.player.FarmerRenderer = new FarmerRenderer(key);
- },
+ Farm farm = Game1.getFarm();
+ if (farm == null)
+ return null;
+ return farm.houseTextures = content.Load<Texture2D>(key);
+ }
+#endif
+
+ /****
+ ** Content\Characters\Farmer
+ ****/
+ case "characters\\farmer\\accessories": // Game1.loadContent
+ return FarmerRenderer.accessoriesTexture = content.Load<Texture2D>(key);
+
+ case "characters\\farmer\\farmer_base": // Farmer
+ if (Game1.player == null || !Game1.player.isMale)
+ return null;
+#if STARDEW_VALLEY_1_3
+ return Game1.player.FarmerRenderer = new FarmerRenderer(key);
#else
- // from Bush
- ["TileSheets\\bushes"] = (content, key) => Bush.texture = content.Load<Texture2D>(key),
+ return Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key));
+#endif
- // from Critter
- ["TileSheets\\critters"] = (content, key) => Critter.critterTexture = content.Load<Texture2D>(key),
+ case "characters\\farmer\\farmer_girl_base": // Farmer
+ if (Game1.player == null || Game1.player.isMale)
+ return null;
+#if STARDEW_VALLEY_1_3
+ return Game1.player.FarmerRenderer = new FarmerRenderer(key);
+#else
+ return Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key));
+#endif
- // from Farm
- ["Buildings\\houses"] = (content, key) =>
- {
- Farm farm = Game1.getFarm();
- if (farm != null)
- farm.houseTextures = content.Load<Texture2D>(key);
- },
+ case "characters\\farmer\\hairstyles": // Game1.loadContent
+ return FarmerRenderer.hairStylesTexture = content.Load<Texture2D>(key);
+
+ case "characters\\farmer\\hats": // Game1.loadContent
+ return FarmerRenderer.hatsTexture = content.Load<Texture2D>(key);
+
+ case "characters\\farmer\\shirts": // Game1.loadContent
+ return FarmerRenderer.shirtsTexture = content.Load<Texture2D>(key);
+
+ /****
+ ** Content\Data
+ ****/
+ case "data\\achievements": // Game1.loadContent
+ return Game1.achievements = content.Load<Dictionary<int, string>>(key);
+
+ case "data\\bigcraftablesinformation": // Game1.loadContent
+ return Game1.bigCraftablesInformation = content.Load<Dictionary<int, string>>(key);
+
+ case "data\\cookingrecipes": // CraftingRecipe.InitShared
+ return CraftingRecipe.cookingRecipes = content.Load<Dictionary<string, string>>(key);
+
+ case "data\\craftingrecipes": // CraftingRecipe.InitShared
+ return CraftingRecipe.craftingRecipes = content.Load<Dictionary<string, string>>(key);
+
+ case "data\\npcgifttastes": // Game1.loadContent
+ return Game1.NPCGiftTastes = content.Load<Dictionary<string, string>>(key);
+
+ case "data\\objectinformation": // Game1.loadContent
+ return Game1.objectInformation = content.Load<Dictionary<int, string>>(key);
+
+ /****
+ ** Content\Fonts
+ ****/
+ case "fonts\\spritefont1": // Game1.loadContent
+ return Game1.dialogueFont = content.Load<SpriteFont>(key);
+
+ case "fonts\\smallfont": // Game1.loadContent
+ return Game1.smallFont = content.Load<SpriteFont>(key);
+
+ case "fonts\\tinyfont": // Game1.loadContent
+ return Game1.tinyFont = content.Load<SpriteFont>(key);
+
+ case "fonts\\tinyfontborder": // Game1.loadContent
+ return Game1.tinyFontBorder = content.Load<SpriteFont>(key);
- // from Farmer
- ["Characters\\Farmer\\farmer_base"] = (content, key) =>
+ /****
+ ** Content\Lighting
+ ****/
+ case "loosesprites\\lighting\\greenlight": // Game1.loadContent
+ return Game1.cauldronLight = content.Load<Texture2D>(key);
+
+ case "loosesprites\\lighting\\indoorwindowlight": // Game1.loadContent
+ return Game1.indoorWindowLight = content.Load<Texture2D>(key);
+
+ case "loosesprites\\lighting\\lantern": // Game1.loadContent
+ return Game1.lantern = content.Load<Texture2D>(key);
+
+ case "loosesprites\\lighting\\sconcelight": // Game1.loadContent
+ return Game1.sconceLight = content.Load<Texture2D>(key);
+
+ case "loosesprites\\lighting\\windowlight": // Game1.loadContent
+ return Game1.windowLight = content.Load<Texture2D>(key);
+
+ /****
+ ** Content\LooseSprites
+ ****/
+ case "loosesprites\\controllermaps": // Game1.loadContent
+ return Game1.controllerMaps = content.Load<Texture2D>(key);
+
+ case "loosesprites\\cursors": // Game1.loadContent
+ return Game1.mouseCursors = content.Load<Texture2D>(key);
+
+ case "loosesprites\\daybg": // Game1.loadContent
+ return Game1.daybg = content.Load<Texture2D>(key);
+
+ case "loosesprites\\font_bold": // Game1.loadContent
+ return SpriteText.spriteTexture = content.Load<Texture2D>(key);
+
+ case "loosesprites\\font_colored": // Game1.loadContent
+ return SpriteText.coloredTexture = content.Load<Texture2D>(key);
+
+ case "loosesprites\\nightbg": // Game1.loadContent
+ return Game1.nightbg = content.Load<Texture2D>(key);
+
+ case "loosesprites\\shadow": // Game1.loadContent
+ return Game1.shadowTexture = content.Load<Texture2D>(key);
+
+ /****
+ ** Content\Critters
+ ****/
+ case "tilesheets\\critters": // Criter.InitShared
+ return Critter.critterTexture = content.Load<Texture2D>(key);
+
+ case "tilesheets\\crops": // Game1.loadContent
+ return Game1.cropSpriteSheet = content.Load<Texture2D>(key);
+
+ case "tilesheets\\debris": // Game1.loadContent
+ return Game1.debrisSpriteSheet = content.Load<Texture2D>(key);
+
+ case "tilesheets\\emotes": // Game1.loadContent
+ return Game1.emoteSpriteSheet = content.Load<Texture2D>(key);
+
+ case "tilesheets\\furniture": // Game1.loadContent
+ return Furniture.furnitureTexture = content.Load<Texture2D>(key);
+
+ case "tilesheets\\projectiles": // Game1.loadContent
+ return Projectile.projectileSheet = content.Load<Texture2D>(key);
+
+ case "tilesheets\\rain": // Game1.loadContent
+ return Game1.rainTexture = content.Load<Texture2D>(key);
+
+ case "tilesheets\\tools": // Game1.ResetToolSpriteSheet
+ Game1.ResetToolSpriteSheet();
+ return true;
+
+ case "tilesheets\\weapons": // Game1.loadContent
+ return Tool.weaponsTexture = content.Load<Texture2D>(key);
+
+ /****
+ ** Content\Maps
+ ****/
+ case "maps\\menutiles": // Game1.loadContent
+ return Game1.menuTexture = content.Load<Texture2D>(key);
+
+ case "maps\\springobjects": // Game1.loadContent
+ return Game1.objectSpriteSheet = content.Load<Texture2D>(key);
+
+ case "maps\\walls_and_floors": // Wallpaper
+ return Wallpaper.wallpaperTexture = content.Load<Texture2D>(key);
+
+ /****
+ ** Content\Minigames
+ ****/
+ case "minigames\\clouds": // TitleMenu
+ if (Game1.activeClickableMenu is TitleMenu)
{
- if (Game1.player != null && Game1.player.isMale)
- Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key));
- },
- ["Characters\\Farmer\\farmer_girl_base"] = (content, key) =>
+ reflection.GetField<Texture2D>(Game1.activeClickableMenu, "cloudsTexture").SetValue(content.Load<Texture2D>(key));
+ return true;
+ }
+
+ return null;
+
+ case "minigames\\titlebuttons": // TitleMenu
+ if (Game1.activeClickableMenu is TitleMenu titleMenu)
{
- if (Game1.player != null && !Game1.player.isMale)
- Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key));
- },
+ Texture2D texture = content.Load<Texture2D>(key);
+ reflection.GetField<Texture2D>(titleMenu, "titleButtonsTexture").SetValue(texture);
+ foreach (TemporaryAnimatedSprite bird in reflection.GetField<List<TemporaryAnimatedSprite>>(titleMenu, "birds").GetValue())
+#if STARDEW_VALLEY_1_3
+ bird.texture = texture;
+#else
+ bird.Texture = texture;
#endif
+ return true;
+ }
- // from Flooring
- ["TerrainFeatures\\Flooring"] = (content, key) => Flooring.floorsTexture = content.Load<Texture2D>(key),
+ return null;
- // from FruitTree
- ["TileSheets\\fruitTrees"] = (content, key) => FruitTree.texture = content.Load<Texture2D>(key),
+ /****
+ ** Content\TileSheets
+ ****/
+ case "tilesheets\\animations": // Game1.loadContent
+ return Game1.animations = content.Load<Texture2D>(key);
- // from HoeDirt
- ["TerrainFeatures\\hoeDirt"] = (content, key) => HoeDirt.lightTexture = content.Load<Texture2D>(key),
- ["TerrainFeatures\\hoeDirtDark"] = (content, key) => HoeDirt.darkTexture = content.Load<Texture2D>(key),
- ["TerrainFeatures\\hoeDirtSnow"] = (content, key) => HoeDirt.snowTexture = content.Load<Texture2D>(key),
+ case "tilesheets\\buffsicons": // Game1.loadContent
+ return Game1.buffsIcons = content.Load<Texture2D>(key);
- // from TitleMenu
- ["Minigames\\Clouds"] = (content, key) =>
- {
- if (Game1.activeClickableMenu is TitleMenu)
- reflection.GetField<Texture2D>(Game1.activeClickableMenu, "cloudsTexture").SetValue(content.Load<Texture2D>(key));
- },
- ["Minigames\\TitleButtons"] = (content, key) =>
- {
- if (Game1.activeClickableMenu is TitleMenu titleMenu)
- {
- reflection.GetField<Texture2D>(titleMenu, "titleButtonsTexture").SetValue(content.Load<Texture2D>(key));
- foreach (TemporaryAnimatedSprite bird in reflection.GetField<List<TemporaryAnimatedSprite>>(titleMenu, "birds").GetValue())
+ case "tilesheets\\bushes": // new Bush()
#if STARDEW_VALLEY_1_3
- bird.texture = content.Load<Texture2D>(key);
+ reflection.GetField<Lazy<Texture2D>>(typeof(Bush), "texture").SetValue(new Lazy<Texture2D>(() => content.Load<Texture2D>(key)));
+ return true;
#else
- bird.Texture = content.Load<Texture2D>(key);
+ return Bush.texture = content.Load<Texture2D>(key);
#endif
- }
- },
- // from Wallpaper
- ["Maps\\walls_and_floors"] = (content, key) => Wallpaper.wallpaperTexture = content.Load<Texture2D>(key)
- }
- .ToDictionary(p => getNormalisedPath(p.Key), p => p.Value);
- }
+ case "tilesheets\\craftables": // Game1.loadContent
+ return Game1.bigCraftableSpriteSheet = content.Load<Texture2D>(key);
- /// <summary>Reload one of the game's core assets (if applicable).</summary>
- /// <param name="content">The content manager through which to reload the asset.</param>
- /// <param name="key">The asset key to reload.</param>
- /// <returns>Returns whether an asset was reloaded.</returns>
- public bool ReloadForKey(LocalizedContentManager content, string key)
- {
- // static assets
- if (this.SingletonSetters.TryGetValue(key, out Action<LocalizedContentManager, string> reload))
- {
- reload(content, key);
- return true;
+ case "tilesheets\\fruittrees": // FruitTree
+ return FruitTree.texture = content.Load<Texture2D>(key);
+
+ /****
+ ** Content\TerrainFeatures
+ ****/
+ case "terrainfeatures\\flooring": // Flooring
+ return Flooring.floorsTexture = content.Load<Texture2D>(key);
+
+ case "terrainfeatures\\hoedirt": // from HoeDirt
+ return HoeDirt.lightTexture = content.Load<Texture2D>(key);
+
+ case "Terrainfeatures\\hoedirtdark": // from HoeDirt
+ return HoeDirt.darkTexture = content.Load<Texture2D>(key);
+
+ case "Terrainfeatures\\hoedirtsnow": // from HoeDirt
+ return HoeDirt.snowTexture = content.Load<Texture2D>(key);
}
// building textures
- if (key.StartsWith(this.GetNormalisedPath("Buildings\\")))
+ if (key.StartsWith(this.GetNormalisedPath("Buildings\\"), StringComparison.InvariantCultureIgnoreCase))
{
- Building[] buildings = this.GetAllBuildings().Where(p => key == this.GetNormalisedPath($"Buildings\\{p.buildingType}")).ToArray();
+ Building[] buildings = this.GetAllBuildings().Where(p => key.Equals(this.GetNormalisedPath($"Buildings\\{p.buildingType?.ToLower()}"), StringComparison.InvariantCultureIgnoreCase)).ToArray();
if (buildings.Any())
{
#if STARDEW_VALLEY_1_3
@@ -198,10 +315,10 @@ namespace StardewModdingAPI.Metadata
return true;
}
- return false;
+ return null;
}
- return false;
+ return null;
}